Here's whats happening:
I render the first frame fine (I see everything on the screen nicely), then it hangs. I am rendering ~24 images, Tracing it down, I see two potential things are causing this hang or helping it.
If I comment out:
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128,128, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, data);
we run fine, with everything else, it just shows up white boxes, ok, cool. If I put that line in, we hang again.
NOW, if I take this line out:
//glDrawArrays(GL_TRIANGLES, 0, 2*3);
and leave the other line in, we run fine, just nothing gets drawn...
YES, my verts and image data are aligned 16 byte boundries and I am calling "sceKernelDcacheWritebackAll();" after I pass my glInterleavedArrays. I checked both verts and image data for valid pointers and correct data.
Does anyone have any idea what might be causing this, I have the latest toolchain, and pspgl, I updated all my code, I have no idea why this is doing this.
Thanks a lot
Jeff.
More Weirdness with pspgl and rendering (solved)
More Weirdness with pspgl and rendering (solved)
Last edited by webjeff on Wed Sep 07, 2005 5:13 am, edited 1 time in total.
isnt it always right after you post you figure out what you did wrong?
well, it happened, so incase you get this or see this:
After the glTexImage2D call, I added "glFlush();" and that did the trick, looked like some data was stuck. I should probably add that to all the graphics calls, what do you guys think?
Jeff.
well, it happened, so incase you get this or see this:
After the glTexImage2D call, I added "glFlush();" and that did the trick, looked like some data was stuck. I should probably add that to all the graphics calls, what do you guys think?
Jeff.